I suppose there's sense in both sides of the argument, but I think that as long as you know the caveat, a short game can still be worthy of a classic rating.
Personally, I'd rather pay my money for an experience that's going to leave me breathless and unable to sleep until it's over. Is the game too short? Is life too short? All I can say with any degree of certainty is that like a ferocious boxing match, no game could keep up this sort of pace for much longer without losing the focus and direction, and any game that plays for up to 20 hours is usually padded to the rafters with filler, something of which The Fall Of Max Payne is utterly devoid. The only criticism I can muster is the length and even that's up for debate. It's not the deal-clincher but it's a cut above most other games out there and it lifts what could be a brainless action shooter into something that little bit more.
I'm not going into detail here - play it for yourself and revel in the twists and the occasional genuine shock when the game takes you into uncharted territories - but I can say the characters are well fleshed out, to the point you actually start paying attention to every panel of the graphic novel that splits the action sequences. The Fall Of Max Payne is played across the backdrop of a deeper, more sophisticated tale, with loads of your favourite characters coming back for more. There's only one skill level, that adjusts to suit your own capabilities, but it seems perfect - hard enough to make you cuss tike a madman and reward\ng enough to you with a smile on your face after you've cleared a room with one rotating dive. It might not equate to a massive overhaul from the original but you'll be pleased to know the clipping problems that plagued the original have been eliminated and there are some funky new effects, like the Matrix-style gun reload that sees you spinning around like an extra from The Nutcracker before resuming the fight. Take out multiple enemies and you move into what's called 'the zone', where your enemies get slower and you remain at the same speed, giving you an even bigger edge in battles. (And when every single bullet is rendered and coming at you from all angles you need every little advantage you can get.) The game still hinges on the concept of Bullet Time, the ability to slow the action down and dive through the air piling lead into anything that moves - without it you'd be dead within minutes of firing up the game.Īs with everything else in the game, Bullet Time has been polished and, dare I say, perfected, so you can Shot Dodge without expending any of your Bullet Time, stay prone until you've finished shooting, or switch into full-on Bullet Time mode giving you time to think, focus your shots and get your body out of the way of as many bullets as you can. this is Max Payne, but every element has been buffed beyond recognition and it's a thrill from start to finish. Limbs buckle, paint pots fly off the wall, bodies arc through the air in graceful flight and boxes you'd been using for cover a few seconds earlier are blown away leaving you fully exposed to the relentless waves of gunmen all packing bullets emblazoned with your name. It did (round about six hours after I started it), but by then I'd been sucked in and spat out by the new Havok 2 physics engine that fully realises the cinematic scope the developers were aiming for in the original. Believe me when I say that The Fall Of Max Payne is one of the tightest, most thrillingly captivating games of all time, and like all good things in life I didn't want it to end. Cut forward a few hours and I was bom again, tired only of games that finish too early.
I started playing the game at six o'clock on a Sunday evening after a heavy weekend, tired, hungover and in need of sleep. I'm not saying best, I'm just saying coolest, and it's just been superseded in almost every way possible.
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The original was, in my humble opinion, the coolest PC game ever. So why the huge score? Let me try to explain.